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Feedback comments for LD48
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| Timestamp | Since previous | Game | breadstick's comment | |
|---|---|---|---|---|
| Apr 28 03:48:38 | Press Space To Jump The Gap | ♥ 1 | This game surprised me! Like the reviewer above, I also thought the game was broken at first--but once I realized what was going on, it was a joy to puzzle my way through. A fun concept well-executed! | |
| Apr 28 04:05:55 | 17m 17s | Blue Abyss | ♥ 4 | A game with a surprising amount of depth (no pun intended)--managing the submarine can prove hectic in a good way. I was dodging mines while alarms were blazing that I was in unsafe depths... had to move my weapons guy to the pressure room to stave off disaster. I then drove towards a land mine and clicked, expecting to shoot it, but the empty missile launcher seat meant that I just crashed into the thing and died. Would sink again. |
| Apr 28 04:18:03 | 12m 08s | Substate | ♥ 1 | I'll join the chorus of voices wishing that this were longer--as it stands, this feels like an excellent proof-of-concept for a cool puzzler, or maybe the first level. With additional environments and puzzles, you'd have a real winner here! Also something really tickled me with the way you handled the "END". Maybe it was the way you read it, or the bold font over the tree--speaking of which, the animation of the tree was nice, and the art style is cool and distinctive. Very enjoyable! |
| Apr 28 04:30:22 | 12m 19s | Surface | ♥ 1 | A fun little platformer! I enjoyed the almost circular nature of the level design where you're brought back to the same platforms with newfound powers--something that unlocks a new way forwards. The only problem I had is that I accidentally skipped two sections of the game by failing jumps and falling down to lower portions of the level--lucky I didn't miss any powerups when that happened. A few extra of those kill orbs should protect other players against the same trouble. Nice character design and ambiance! |
| Apr 28 04:48:53 | 18m 31s | Deeper and Deeper | ♥ 1 | An excellent maze game! Forcing the Deepers to always march forwards was an excellent design decision, leading to lots of frantic swapping while I'm steering one away from a ghost and the second away from flame arrows. The music fit the environment perfectly, and speaking of--the environment was beautiful! The rocks and tile flooring were all clean, but it was the lighting that stole the show for me. The torches' glow was excellent, the rock shadows were perfect, the ghost's ominous glow was awesome (and it helped alert the player danger was near if they were steering the other Deeper). All of the above combined to make a deeply atmospheric experience that made stumbling through the dark a pleasure. I'd love to see what the full maze looks like! |
| Apr 29 02:40:21 | 21h 51m | Unstable | ♥ 1 | The concept of the game is pretty amusing, but, as other people have mentioned, death is probably a little too punishing--I died to a horse patrol, spawned in a previous room, walked forwards, died again immediately as I hadn't realized I'd been sent back, and was launched back to like the third room in the game. With how slowly the computers power up, and how slowly the main character walks, it felt as though the game forced me start back over again. It might be worth instituting some sort of checkpoint system where if you die on room 5, it sends you back to room 4--but deaths on that room 4 keep you on room 4. Once you reach room 6, the furthest back you can be sent is room 5, and so forth. Something to give the player just a little bit of a sense of permanent progression |
| Apr 29 02:54:15 | 13m 54s | An Unexpected Mishap in Naval Mine Cove | ♥ 2 | This game was incredibly polished! The sub and character art were perfect, and even the bombs looked scrumptious. If I had one complaint, it might be that the early game was a little too easy--didn't see a drop of water in my sub until I sank past the 1000 mark on my slow drift down into blackness. From then on, my sub became an involuntary bomb collection comb, picking up just about any that I passed. I love the formula you've set up here, and see great potential in this if expanded! I'm envisioning alternate subs, some providing different benefits/drawbacks--like maybe one with steering levers nearby to each other, but the draining lever really far away. I think it could also be interesting if you added additional stations to the subs, or maybe things for the player to steer the sub towards rather than away from--maybe something that can repair the craft? Something like floating chunks of metal, which then allows the player to go use a maintenance valve. It could add some interesting depth (pun not intended) Either way, an impressive entry--I'm sure this will do well in the ratings |
| Apr 29 03:17:00 | 22m 45s | Monkey Business | ♥ 2 | An awesome concept with a charming implementation! The entire game seems built around the pun in the title, and it's certainly worth it: the notion of monkeys using trucks to mass-mine and refine bananas is precious. I'm sad to see the monkey enemies stealing bananas not yet implemented, but the result is that you have a lovely, peaceful time slowly removing those pesky trees from the rainforest without hindrance (it didn't need all of those trees anyways). The tough calls between selling bananas and refining bananas is interesting, and it was fun to see my decisions pay off as my little banana exploitation farm expanded and leaked out into the green lands around me. Very nicely put together, and especially as a (nearly) compo game! |
| Apr 29 03:33:45 | 16m 45s | Deep Space Journey | ♥ 1 | The crew would like to focus on MONEY! Spend -12 MONEY for MONEY *clicks that option* You spend -12 MONEY and received 4 MONEY. *** I did this about six times. Yes, my stock investment portfolio irl isn't particularly healthy either. Balancing all the resources to keep the trip ongoing is interesting, but it feels difficult to lose. Spamming to click random options keeps the voyage going for a long time. Additional encounter types could breathe some extra life into the game, or maybe even just more varied descriptions of the events rather than "crew wants to focus on xxx." The music was excellent and perfectly thematic, and the UI/graphics, while simple, were well polished. Overall, this feels like the foundation of what could be an interesting resource management/strategy game, if only just a little bit extra were added on! |
| Apr 29 03:48:28 | 14m 43s | Treasure | ♥ 0 | John Williams's iconic score for Jaws stands the test of time--its simple e-to-f alternating motif strikes fear into the heart of swimmers still four decades post-release, and is likely to remain in shared cultural consciousness for decades more. But John Williams's score cannot even hold a candle to the sheer terror inspired by watching that shark sprite stop its rotating. Its black, beady eyes stare unmoving, and you can tell its tiny shark brain is practically vibrating as it senses the gold you carry. Its sprite contracts for just a moment, a seeming violation of the very sacred laws of physics itself as its body compresses into attack position--and then comes the last sound you will ever hear: bwump-bwump. You are consumed... and the gold you coveted is the only trace that remains, carried off by the bloodied tides until the dark currents of night bury the coins and your bones both far from the prying eyes of man. |
| Apr 29 04:16:24 | 27m 56s | Danger Rat | ♥ 7 | Remember when Gandalf stopped the balrog from attacking the Fellowship by bringing down the bridge, and as they fell into the dark and rocky core of Middle Earth, they engaged in a sick mid-air swordbattle? It's like somebody said "yes that but what if it were rats and hell?" The controls are silky smooth and responsive. The background hellish landscape is amazing, featuring fun design and clean integration with the rat's falling and bouncing. The game is clearly one that rewards quick reflexes and thinking, but it works consistently to where that's no problem at all. Nothing plays worse than finnicky reflex games, and this isn't one of those. The music is fun, and the enemy types are varied--at least I think, as it's hard to appraise them when falling in a blur. I did get a strange glitch where the rat was blurry on spawning by the chain, but it seemed to wear off as each run went on. Overall, a very polished and fun experience! |
| Apr 29 04:44:20 | 27m 56s | Explory Story | ♥ 7 | I absolutely **loved** this concept! I've never seen anything like this done before... maaaybe "Baba is You" gets vaguely close, but this is something wholly unique. I had a great time accidentally turning Sherlock Holmes into a baby, getting that baby **drunk**, and stumbling onto words that spawn an **army** of little green men to demolish me... hilarious moments like that were **key** to winning me over. The music was perfect to the Sherlock Holmes vibes, and the pixel art was beautiful--even when I accidentally spawned the devil, I couldn't help but admire the lil **flame** puffs he hurled at me. explorey story small.png The cool portal space behind the book, the weather effects, even the **door**'s distinctive shape... all of it is undeniably **pleasant** and contributes to a fun and memorable game experience. I've never read so carefully before, tip-toeing around words that might cause **pain**. You've got top marks from me, and I'm sure you'll do really well in the ratings. I'll also join the chorus of voices asking for a full game... expand this out a **little** more, list it on Steam, and the sales would **flood** in. |
| Apr 29 06:10:51 | 1h 26m | LumenBrink | ♥ 1 | A very polished line-connection puzzler! The mechanics might not be new or groundbreaking, but the implementation here is clean with great pixel art and smooth gameplay. Nicely done! |